BlackICE Scripting

class

CombatGadgetTransitions

  • 0 properties
  • 22 functions
  • 13 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

None.

Functions

  • void SetLeftHandAnimationAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, bool newState) RTTI
  • void SetCombatGadgetAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, bool isQuickthrow, bool isChargedThrow) RTTI
  • void SetBlackbordThrowUnequip(game.stateMachine.GameScriptInterface scriptInterface, bool newThrowUnequip) RTTI
  • void SetThrowableAnimFeatureOnGrenade(game.stateMachine.GameScriptInterface scriptInterface, int newState, WeakHandle<game.Object> target) RTTI
  • void SetThrowableAnimFeatureOnGrenade(game.stateMachine.GameScriptInterface scriptInterface, int newState, bool isQuickthrow) RTTI
  • void ClearLastUsedAnimWrapperInfo(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendAnimWrapperInfo(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID item, bool clearWrapperInfo, float? delay) RTTI
  • void SaveLastUsedCombatGadget(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID item) RTTI
  • bool GetLockHoldCondition(game.stateMachine.StateContextScript stateContext) RTTI
  • TDBID GetSlotTDBID(game.stateMachine.StateContextScript stateContext) RTTI
  • void RemoveGrenadeFromRightHand(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetRotateAngle(bool isQuickthrow) RTTI
  • void Throw(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext, bool isQuickthrow, Vector4? inLocalAimForward, Vector4? inLocalAimPosition) RTTI
  • void NotifyAutocraftSystem(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.projectile.TrajectoryParams? CreateTrajectoryParams(game.ItemObject item, bool isQuickthrow) RTTI
  • bool CheckVehicleStatesForUnequipRequest(game.stateMachine.StateContextScript stateContext) RTTI
  • void SetItemInLeftHand(game.stateMachine.GameScriptInterface scriptInterface, bool newState) RTTI
  • void SetLeftHandItemHandlingItemState(game.stateMachine.GameScriptInterface scriptInterface, int newState) RTTI
  • bool ShouldForceUnequipGrenade(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void RemoveGrenadeFromInventory(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool GetCancelGrenadeAction(game.stateMachine.StateContextScript stateContext) RTTI
  • bool CheckEquipDurationCondition(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI